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Making female characters wear heels
- Copy-Cat
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- Elite Member
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Teamviewer has chat. TeamSpeak has chat. Since it is an open invitation I figure everyone can use the TeamViewer option.
We can knock out the models when we meet up, at least to a point where you can begin work on the textures and I can begin to apply hit detection, and paint weights. After this meet up we can discuss any UV mapping corrections, tweeks, and/or polygon modifications you may have.
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- mobiuscenturion
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So....we meet 7pm UTC?Copy-Cat wrote: according to google, 1pm cst is 7pm utc, so as early as 3:00pm utc which is 9am for me.
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- Copy-Cat
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The current time is 1am when I created this post, so it should be 7am for you.
Quick question: Are you going to create new textures or use existing ones?
The reason I ask is because if you are going to create new textures, then ya might want to take a look at the current UVs for Linda's Body and start planning at least a UV scheme (drawings will work) with some reference images. Remember that Swat3 is an old game and was put together rather quickly. The UV's are not optimized for hi res textures and the models are very low poly. The textures are 256 x 256, with the LRM the textures can now be up to 1024 x 1024, but I recommend 512 x 512.
To give you an idea of how low poly the models are, Linda's model has 812 polys; I just exported a model for an upcoming map and it has 7,000 polys. The head alone has 1,500 polys.
Let me know if you are going to create new textures so I can post the current UV's so you can plan and we can make the adjustments before the copy and pasting of heads begins.
In any case, start thinking of changes to the base model if any you would like to make, and dont forget that there are some medium to heavy set FH1 models that the Head swap is not going to work.
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- mobiuscenturion
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Quick question: Are you going to create new textures or use existing ones?
Use existing ones. Any discrepanies like skin tone I use Pixlr to lighten or darken as the case may be.
The textures are 256 x 256, with the LRM the textures can now be up to 1024 x 1024, but I recommend 512 x 512.
That reminds me of a website that uses AI to upscale. I tried with some character textures in the trial and it looks good. I'll share them if I decide to buy a subscription.
In any case, start thinking of changes to the base model if any you would like to make, and dont forget that there are some medium to heavy set FH1 models that the Head swap is not going to work.
You mean like the ones with ponytails? In that case, can you do option #1 (move Linda's skirt and legs to the FH1 model in question)?
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- Copy-Cat
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Everyone in the Swat3 community is welcome to join, participate and ask questions.
This is what you missed!
Steps
- Create Mod Source directory, import and save all FH1 models - 8:00am
- Base model work(Linda Foreman), set up layers, unbind, for each Group, combine, merge verts, sow uvs
- Bind and Setup map, for testing base model.
- Test head swap Cindy Karr,
- import head, combine verts, sow uv's, re-assign textures, delete unused texture nodes, apply predetermined paint weights
- Next Model
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- mobiuscenturion
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Okay im back
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